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ToA Jungle Travel GD

Day 1

Bright light filters through the thick intensely green foliage above you. Huge, broad leaves line the path ahead as heat waves rise off of the ground. Insects buzz in and out of your view suddenly scatter as a faint rumble echoes from far within the jungle.
  The Guide - As the group begins their journey, their guide will tell the group a vew things.
  • Entering a goblin village is very dangerous for many reason, not the least of which is that legend has it that the villages can actually soar through the air like a meteor.
  • The dinosaurs are the children of Ubtao and should be respected.
  • The guide has heard of ryath roots and can identify them on sight. These roots make you strong! The more you eat, the better. They're quite rare and very useful. (the guide is a bit misinformed. See ToA pg. 205)
  Navigation - The DM makes a Survival (WIS) check DC 15 for the navigating character.   Foraging - As a reminder, here's how foraging works. The heroes can forage as they travel by making a Survival (WIS) check DC 10. Success: The forager finds d6 + their WIS modifier in pounds of food. Re-roll for gallons of water.   If a character succeeds at a foraging roll, read the following.  
Dangling from a tree are a few tan, wrinkled oval shaped fruits. Deeper into the jungle, you can see more trees full of these fruits.
  Maracuya- These are called Maracuya, a type of passion fruit that has juice in the center that is used to treat headaches, alcoholism and nerve pain. Wrinkled ones are safe to eat. Immature, smooth ones are cyanogenic, meaning that they produce cyanide and are quite deadly.   Water- Rain begins pouring down on the jungle. The group spots bowl-shaped leaves collecting a volume of water. The group can easily get their daily fill of water right here.   Wukka Nuts- Later in the day, the group comes upon some wukka trees (ToA pg. 205). A wukka nut falls from the tree and begins emitting hazy light. The group could climb 20 feet up a tree to get more. This requires a DC 10 Athletics (STR). Fail: no progress. Fail by 5 or more: Fall and take 2d6 bludgeoning damage.   Shaking the wukka nuts loose requires a DC 10 Acrobatics (DEX) check. Fail: the character begins to fall. They can make a DC 10 DEX save to grab a branch and hold on. Fail: 1d6 and d10 wukka nuts fall to the ground.   Dehydration- The rest of the day passes without incident. Did the heroes all get 2 gallons of water into their system? If not, they must roll a DC 15 CON save. Fail: gain 1 level of exhaustion. (PHB pg. 291).   Night- The group sets up camp. Make it clear to the players that you will assume this is how they set up every night unless you are told differently. Do they set a watch? If so, write it down so that you can keep it straight, as there are likely to be a number of encounters at night during this journey.    

Day 2

Navigation - DM makes a Survival (WIS) check DC 15 for the navigating character.   Foraging - Read or paraphrase the following:
You hear the sounds of a babbling brook off to your left. through the vines of the jungle, you spot a stream of clear water. On the bank of the stream are a number of shrubs hat hold small orange fruit.
  Camu Camu- The orange fruit is known as Camu Camu. This small, tart citrus fruit is very high in vitamin C.   Water - The river looks pretty clear. Anyone who drinks from it must immediately make a DC 12 CON save. Fail: Inflammation and shortness of breath...In 1d6 hours, they gain 1 level of exhaustion that can't be removed until this disease is cured. the character has throat leeches (ToA pg. 40).  

Brontosaurus Lake

  Later in the day, the heroes come upon a herd of brontosauruses (ToA pg. 215) drinking from a lake. These dinosaurs are harmless unless provoked. A baby brontosaurus plays with the group, trying to splash water on them. The heroes might notice that the brontosauruses are devouring wildroot (pg. 205) until there's none. left.   Zombie Horde - Once the group continues on, they pass a lot more wildroot. Then, they hear noise up ahead - the groaning of a horde of zombies that have not yet noticed the heores. These 20 zombies (MM pg. 316) with blue triangles on their heads are blocking the path. The zombies are eating a brontosaurus corpse.   Luring the Herd - If the group thinks of it, they could lure the brontosaurus herd here by enticing them with the wildroot. The brontosauruses would trample all of the zombies. Going around the zombie horde will require hacking thick vegetation for hours, which will be noisy and will cut their speed down to half normal, requiring the hacker to make a DC 10 CON save or acquire a level of exhaustion.   Camp - Towards the end of the day, the adventurers find a hidden waterfall and lake, a perfect place to camp. There is a small, cozy cave behind the waterfall that is ideal for safe camping. Inside the cave are the skeletons of a tabaxi traveler and their rhinocerous mount. The rhino still has a barrel containing 20 gallons of fresh water strapped to it.  

Day 3

Navigation - DM makes a Survival (WIS) check DC 15 for the navigating characer.   Foraging - While foraging, the group finds some fruit that has juice in it (dancing monkey fruit, pg. 205). If one or more characters eat it and fail the CON save DC 14, hey begin dancing for one minute.   In the third round of dancing, 2 pterafolk (ToA pg. 229) passing overhead use the opportunity to attack the dancer. The pterafolk are mostly amusing themselves, and will fly away if one of them is reduced to half of their maximum hit points.   Empty Camp - At noon, the group spots something:
Off to the right, you catch a glimpse of a clearing with a number of tents arranged in a circle. It looks like a campsite.
  In the camp are two raincatchers full of water and teh bodies of 3 halfling explorers that have been dead for no more than a week.. There are clawmarks on their bodies that indicate that they were slain by pterafolk.   The bodies have 3 flasks full of tej and 3 explorer's packs (PHB pg. 151). The tents are tattered and ruined.   Model- The text is here.  
 

Day 2

Navigation - DM makes a Survival (WIS) check DC 15 for the navigating characer.    

The Jungle

OK! This is the most wide-open part of the adventure. The heroes wander the jungle in search of Omu. The book says you should roll random encounters, but I think you will find that doing so slows the game to a crawl and leads to you running encounters you either don't like or aren't familiar with. I suggest that you plan out travel days, generic ones that are not tied to a certain location that can be used in any part of the jungle. You should go through these 4 sections and pick out all of the things you want to use: • Discoveries: pg 205 • Diseases: pg 40 • Encounters: pg 194 • Creatures: pg 209 Don't forget to work in the plants, like the tri-flower frond, the assassin vine, etc.    

WHAT I LIKE

 

Flora and Fauna Discoveries -

Players proficient in Nature can recognize the plants by sight and can recall properties with a DC 15 Nature (INT) check. If the character is a native, the check is made with advantage.  

Dancing Monkey Fruit -

Any humanoid that eats a fruit must succeed on a DC 14 CON save or begin a 1-minute comic dance. Dancer must use it's movement and has Disadv. on attack rolls and DEX saving throws, and other creatures have Adv. on attack rolls against it. When the dancing effect ends, the humanoid is poisoned for 1 hr.   WHAT DO I WANT TO DO WITH IT? Someone ingests the fruit and begins the goofy dance. (Guide fucks with PC by offering them the fruit?) The party uses the plant as part of a trick against an enemy. (Nonlethal Poison)   Can be utilized in making alcohol of a really good tier. (Brewing)

Menga Leaves -

The dried leaves of a menga bush can be ground, dissolved in a liquid, heated, and ingested. A creature that ingests 1 ounce of menga leaves in this fashion regains 1 hit point. A creature that ingests more than 5 ounc.es of menga leaves in a 24-hour period gains no additional benefit and must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 hour. The unconscious creature awakens if it takes at least 5 damage on one turn. A healthy menga bush usually has 2d6 ounces of leaves. Once picked, the leaves require 1 day to dry out before they can confer any benefit.  

Ryath Root -

Creatures that eat one gain 2d4 temporary hit points. A creature that consumes more than one ryath root in a 24-hour period must succeed on a DC 13 CON saving throw or suffer the poisoned condition   WHAT DO I WANT TO DO WITH IT?   (Poorer?) Natives have grown up eating the root as a steady part of their diet and thus have built up an immunity to the harmful elements of the root. It would take several months of steadily eating the root to build up a resistance to its poison, though the stomach aches, constipation, and terrible bowels the day after go away much sooner. Children have been taught that eating plenty helps them to grow up strong.   Sharp and slightly sweet light a carrot but slightly nuttier. Bitter aftertaste. Kind of like a sweet potato, utilized in many native dishes.    

Sinda Berries -

Dark brown and bitter. A full-grown berry bush has 4d6 berries on them and takes 1d4 months to fully regrow. Picked berries lose their freshness and efficacy pretty shortly (24 hours?). When eaten raw or crushed and added to a drink, a creature that eats at least 10 of them gains advantage on saving throws against disease and poison for 24 hours.  

Wildroot -

When introduced into a poisoned creatures bloodstream, it helps rid them of it. Can be applied by rubbing.  

Wukka Nuts -

Fist-sized nuts grow on Wukka Trees, a popular haunt for jaculi, su-monsters, and zorbos. Rattles when shaken, causing it to shed bright light in a 10-foot radius and dim light or another 10. It fades after 1-minute and shaking again causes the light to reappear. If cracked open, it loses this magic.  

Yahcha -

Harmless, meaty beetle the size of a hand, feeds on worms and maggots. 10 ft movement speed. When eaten a creature with mad monkey fever can immediately make a saving throw with Adv. against the disease.  

Zabou -

Zabou mushrooms feed on offal and the rotting wood of dead trees. If handled carefully, a zabou can be picked or uprooted without causing it to release its spores. If crushed or struck, a zabou releases its spores in a 10-foot-radius sphere. A zabou can also be hurled up to 30 feet away or dropped like a grenade, releasing its cloud of spores on impact. Any creature in that area must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. The poisoned creature's skin itches for the duration. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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